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[1.12.x] Whirligig World Planetary System: An Absurd Homeworld In An Alien Solar System. 0.13.0: Dermun! Ice worlds! Better Scatterer!


Whirligig Girl

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  On 1/19/2019 at 8:25 PM, darwinpatrick said:

Update: ResearchBodies is glitchy, doesn't work well with Whirligig, and the contracts are bugged. Can't launch or get to "space". Not sure what to do... I plan on deleting the thread I made but some advice would go a long way.

 

Thanks!

 

Edit: I realize now that I've been spamming, so I'll keep this short. 

I know there's a lot to do but I was wondering if there was a fix anywhere for the bugged contracts "Lauch our first vessel" and "Escape the atmosphere". It's a bit annoying for career and I'm not sure what to do.

Expand  

Sorry for being so late. Not sure what to do about ResearchBodies, I'll take a look some time.

The next update will fix career progression, which must have been broken somewhere between 1.4 and 1.6. In the mean time, replace the file GameData/WhirligigWorld/KopernicusFiles/0-Kaywell/3-Mesbin/0-Mesbin.cfg with this new one:

 

@Kopernicus:FOR[aWhirligigWorld]
{
	@Body[Kerbin]:NEEDS[!InterstellarConsortium]
    {
        @identifier = WW/Mesbin
    }
    +Body[Kerbin]:NEEDS[InterstellarConsortium]
    {
        @identifier = WW/Mesbin
    }
    @Body:HAS[#identifier[WW/Mesbin]]
	{
		cacheFile = WhirligigWorld/Cache/Mesbin.bin
		SpaceCenter
		{
			//PQSCity
			latitude = 0
			longitude = 225
			lodvisibleRangeMult = 6
			repositionToSphereSurface = true
			repositionToSphereSurfaceAddHeight = true
			repositionRadiusOffset = -20
			//Fix added for induced rotation
			reorientToSphere = true
			reorientFinalAngle = 45
			
			//MapDecal 
			decalLatitude = 0
			decalLongitude = 225
			heightMapDeformity = 5000
			absoluteOffset = 0
			absolute = true
			radius = 26000

			//Ground Materials
			groundColor = RGBA(70,70,70,51)
			groundTexture = BUILTIN/ksc_exterior_terrain_ground
		}
		@Properties
		{
			//US2 Sim:
			//Radius: 2.95 Rearth = 18791km
			//Gravity: 7.27 G
			//Mass: 63.2 Mearth = 3.777E+26 kg
			//Density: 13.6 g/cm^3
			//Composition: 78.6% Silicate, 14.4% Iron, 7.01% Water (Water is locked up in the mantle in huge amounts, the surface is almost totally dry)
			//Volume: 25.7 Earths
			
			
			//in-game:
			radius = 1392609
			//eq radius = 2367436
			//mean radius = 1880023
			//True Equatorial Gravity = 4.58
			//Apparent Equatorial Gravity = 1.286
			//Polar Gravity = 13.2364
			//mass = 0.632431319 earth masses, 71.3784128 kerbin masses.
			mass = 3.777e24
			albedo = 0.15
			emissivity = 0.85
			rotationPeriod = 1701
			inverseRotThresholdAltitude = 100000
			@inverseRotThresholdAltitude += 974827
			solarRotationPeriod = False
			description = Mesbin is a unique, massive planet. Its rotation period is the fastest of any object in the solar system, and this allows it to be livable despite its incredible gravity. At the equator, its gravity is 1.7 gees. At the poles, the gravity is 6.13. It was settled by a crashed colony ship: The U.S.C. Manifest Destiny which came from another solar system over one thousand years ago. Slowly building up their civilization within underground caverns and introducing a stable subterranean ecosystem was not easy, but as evident by our existence today, they succeeded.
			displayName = Mesbin^N
			timewarpAltitudeLimits = 0 980000 980000 980000 980000 980000 980000 1000000
			@ScienceValues
			{
				landedDatavalue = 1.3
				splashedDatavalue = 1
				flyingLowDataValue = 5
				flyingHighDatavalue = 1.7
				inSpaceLowDataValue = 1
				inSpaceHighDataValue = 1.5
				recoveryValue = 1
				flyingAltitudeThreshold = 900
				spaceAltitudeThreshold = 9800000
			}
			%biomeMap = WhirligigWorld/Biomes/Mesbin_Biomes.png
			!Biomes{}
			Biomes
			{
				//LATITUDE CLASSES: North Polar, North Temperate, Equatorial, South Temperate, South Polar
				//ALTITUDE CLASSES: Lowlands, Maria, Continents, Highlands, Peaks
				//MISCELANEOUS: Volcanoes, Huge Basin, Equatorial Ejecta
				//South Polar currently contains no peaks.
				//NORTH POLAR
				Biome
				{
					name = NorthPolarLowlands
					displayName = North Polar Lowlands
					color = RGBA(73,66,29,255)
					value = 1
				}
				Biome
				{
					name = NorthPolarMaria
					displayName = North Polar Maria
					color = RGBA(86,79,42,255)
					value = 1
				}
				Biome
				{
					name = NorthPolarContinents
					displayName = North Polar Continents
					color = RGBA(127,113,63,255)
					value = 1
				}
				Biome
				{
					name = NorthPolarHighlands
					displayName = North Polar Highlands
					color = RGBA(153,136,82,255)
					value = 1
				}
				Biome
				{
					name = NorthPolarPeaks
					displayName = North Polar Peaks
					color = RGBA(131,79,40,255)
					value = 1
				}
				
				//NORTH TEMPERATE
				Biome
				{
					name = NorthTemperateLowlands
					displayName = North Temperate Lowlands
					color = RGBA(33,73,27,255)
					value = 1
				}
				Biome
				{
					name = NorthTemperateMaria
					displayName = North Temperate Maria
					color = RGBA(46,86,41,255)
					value = 1
				}
				Biome
				{
					name = NorthTemperateContinents
					displayName = North Temperate Continents
					color = RGBA(87,120,61,255)
					value = 1
				}
				Biome
				{
					name = NorthTemperateHighlands
					displayName = North Temperate Highlands
					color = RGBA(113,143,81,255)
					value = 1
				}
				Biome
				{
					name = NorthTemperatePeaks
					displayName = North Temperate Peaks
					color = RGBA(91,86,38,255)
					value = 1
				}
				
				//EQUATORIAL
				Biome
				{
					name = EquatorialLowlands
					displayName = Equatorial Lowlands
					color = RGBA(27,73,68,255)
					value = 1
				}
				Biome
				{
					name = EquatorialMaria
					displayName = Equatorial Maria
					color = RGBA(41,86,81,255)
					value = 1
				}
				Biome
				{
					name = EquatorialContinents
					displayName = Equatorial Continents
					color = RGBA(81,120,101,255)
					value = 1
				}
				Biome
				{
					name = EquatorialHighlands
					displayName = Equatorial Highlands
					color = RGBA(107,143,121,255)
					value = 1
				}
				Biome
				{
					name = EquatorialPeaks
					displayName = Equatorial Peaks
					color = RGBA(85,86,79,255)
					value = 1
				}
				
				//SOUTH TEMPERATE
				Biome
				{
					name = SouthTemperateLowlands
					displayName = South Temperate Lowlands
					color = RGBA(27,55,73,255)
					value = 1
				}
				Biome
				{
					name = SouthTemperateMaria
					displayName = South Temperate Maria
					color = RGBA(41,68,86,255)
					value = 1
				}
				Biome
				{
					name = SouthTemperateContinents
					displayName = South Temperate Continents
					color = RGBA(81,102,107,255)
					value = 1
				}
				Biome
				{
					name = SouthTemperateHighlands
					displayName = South Temperate Highlands
					color = RGBA(107,125,126,255)
					value = 1
				}
				Biome
				{
					name = SouthTemperatePeaks
					displayName = South Temperate Peaks
					color = RGBA(85,68,84,255)
					value = 1
				}
				
				//SOUTH POLAR
				Biome
				{
					name = SouthPolarLowlands
					displayName = South Polar Lowlands
					color = RGBA(27,33,73,255)
					value = 1
				}
				Biome
				{
					name = SouthPolarMaria
					displayName = South Polar Maria
					color = RGBA(41,46,86,255)
					value = 1
				}
				Biome
				{
					name = SouthPolarContinents
					displayName = South Polar Continents
					color = RGBA(81,79,107,255)
					value = 1
				}
				Biome
				{
					name = SouthPolarHighlands
					displayName = South Polar Highlands
					color = RGBA(107,103,126,255)
					value = 1
				}
				
				//MISCELLANY
				Biome
				{
					name = Volcanoes
					displayName = Volcanoes
					color = RGBA(255,0,0,255)
					value = 1
				}
				Biome
				{
					name = GoldronBasin
					displayName = Goldron Basin
					color = RGBA(14,19,42,255)
					value = 1
				}
				Biome
				{
					name = GoldronEjecta
					displayName = Goldron Crater Ejecta
					color = RGBA(69,181,183,255)
					value = 1
				}
			}
		}
		@Template
		{
			removeOcean = true
			removeAtmosphere = true
			removePQSMods = PQSLandControl,PQSMod_QuadEnhanceCoast,PQSMod_VertexHeightMap,PQSMod_VertexHeightNoiseVertHeightCurve2,PQSMod_VertexRidgedAltitudeCurve,PQSMod_VertexSimplexHeightAbsolute
		}
		Debug
		{
			export = true
		}
		@Orbit
		{
			@referenceBody = WW/Kaywell
			semiMajorAxis = 2.17597444e10
			period = 13428590.860414151
			//21758933942.086006 meters sma for trojans
			meanAnomalyAtEpoch = 0
			inclination = 2.2
			argumentOfPeriapsis = 0
			longitudeOfAscendingNode = 0
			eccentricity = 0.089
			
			color = RGBA(103,91,86,255)
		}
		!Ocean{}
		@Atmosphere				
		{				
			//Mesbin: Once the thick envelope of a gas giant, now merely a thin haze puddling in the polar lowlands.
			//1 atmosphere.
			//Hydrogen 94.45%
			//Helium 4%
			//Nitrogen 1%
			//Water 0.4%
			//Methane 0.1%
			//Carbon Dioxide 0.05%
			//Greenhouse: 42.984 C
			//Polar Temperature: -28.15 C

			//Clouds:
			//Water vapor clouds.

			enabled =	True			
			oxygen =	False			
			altitude =	984827
			adiabaticIndex =	1.28			
			atmosphereMolarMass =	0.0421			
			temperatureSeaLevel =	355			
			staticPressureASL =	101.325			
			temperatureCurve				
			{				
				key =	0	362	0.00000E+00	-4.54054E-03
				key =	18500	278	-4.54054E-03	-3.00000E-03
				key =	32500	236	-3.00000E-03	-3.80531E-03
				key =	43800	193	-3.80531E-03	-2.60417E-03
				key =	53400	168	-2.60417E-03	-9.19540E-04
				key =	62100	160	-9.19540E-04	-2.56410E-04
				key =	66000	159	-2.56410E-04	1.95122E-03
				key =	74200	175	1.95122E-03	7.15686E-03
				key =	84400	248	7.15686E-03	9.15033E-03
				key =	99700	388	9.15033E-03	3.38028E-03
				key =	121000	460	3.38028E-03	6.52174E-04
				key =	144000	475	6.52174E-04	0.00000E+00
			}				
			temperatureSunMultCurve				
			{				
				key =	0	1	0.00000E+00	-3.23077E-05
				key =	32500	-0.05	-3.23077E-05	2.39234E-06
				key =	53400	0	2.39234E-06	1.10375E-06
				key =	144000	0.1	1.10375E-06	0.00000E+00
			}				
			temperatureLatitudeBiasCurve				
			{				
				key =	0	33.92	0	0
				key =	38	0	-1.7193	-1.7193
				key =	90	-126.08	-2.7925	0
			}				
			temperatureLatitudeSunMultCurve				
			{				
				key =	0	66	0	0
				key =	38	56.04	-0.505	-0.505
				key =	90	19	-0.8203	0
			}				
			temperatureAxialSunBiasCurve				
			{				
				key =	0	1.5	-0.036	-0.036
				key =	36	0	-0.0444	-0.0444
				key =	126	-2.55	0	0
				key =	216	0	0.0444	0.0444
				key =	306	2.55	0	0
				key =	360	1.5	-0.036	-0.036
			}				
			temperatureAxialSunMultCurve				
			{				
				key =	0	0	0	0
				key =	38	0.5	0.02	0.02
				key =	90	1	0	0
			}				
			temperatureEccentricityBiasCurve				
			{				
				key =	0	7.52	0	-15.04
				key =	1	-7.52	-15.04	0
			}				
			pressureCurve				
			{				
				key =	0	1.01325E+02	0.00000E+00	-1.24424E-02
				key =	4000	6.11298E+01	-7.94741E-03	-7.94741E-03
				key =	7000	4.10242E+01	-5.57890E-03	-5.57890E-03
				key =	10000	2.70187E+01	-3.85163E-03	-3.85163E-03
				key =	13000	1.74305E+01	-2.61092E-03	-2.61092E-03
				key =	16000	1.09909E+01	-1.73444E-03	-1.73444E-03
				key =	20000	5.71640E+00	-9.63556E-04	-9.63556E-04
				key =	23000	3.41115E+00	-5.99537E-04	-5.99537E-04
				key =	26000	1.99015E+00	-3.65403E-04	-3.65403E-04
				key =	29000	1.13286E+00	-2.17729E-04	-2.17729E-04
				key =	32000	6.27683E-01	-1.26561E-04	-1.26561E-04
				key =	35000	3.37751E-01	-7.14886E-05	-7.14886E-05
				key =	39000	1.40688E-01	-3.18786E-05	-3.18786E-05
				key =	42000	6.99769E-02	-1.67426E-05	-1.67426E-05
				key =	45000	3.34763E-02	-8.41969E-06	-8.41969E-06
				key =	48000	1.55013E-02	-4.06045E-06	-4.06045E-06
				key =	51000	6.94743E-03	-1.89864E-06	-1.89864E-06
				key =	54000	3.00750E-03	-8.54072E-07	-8.54072E-07
				key =	58000	9.54411E-04	-2.76765E-07	-2.76765E-07
				key =	61000	3.97112E-04	-1.17014E-07	-1.17014E-07
				key =	64000	1.63264E-04	-4.85014E-08	-4.85014E-08
				key =	67000	6.69772E-05	-1.97047E-08	-1.97047E-08
				key =	70000	2.81586E-05	-7.98667E-09	-7.98667E-09
				key =	73000	1.22063E-05	-3.34194E-09	-3.34194E-09
				key =	77000	1.22063E-05	0.00000E+00	0.00000E+00
				key =	530913	0.00000610315 0			0 //Make sure the atmosphere isn't at true zero until you're above the fake atmosphere limit.
				key = 	984827 0 0 0
			}				
		}
		@ScaledVersion
		{
			type = Vacuum
			fadeStart = 95000
			//@fadeStart += 974827
			fadeEnd = 100000
			//@fadeEnd += 974827
			sphericalModel = False
			deferMesh = False
			Material
			{
				color = 1,1,1,1
				specColor = 0,0,0,1
				shininess = 0.078125
				texture = WhirligigWorld/PluginData/Mesbin_Color.png
				mainTexScale = 1,1
				mainTexOffset = 0,0
				normals = WhirligigWorld/PluginData/Mesbin_Normal.png
				bumpMapScale = 1,1
				bumpMapOffset = 0,0
				opacity = 1
				resourceMapScale = 1,1
				resourceMapOffset = 0,0
			}
		}
		@PQS
		{
			maxQuadLengthsPerFrame = 0.001
			minLevel = 2
			maxLevel = 14
			minDetailDistance = 6
			maxQuadLengthsPerFrame = 0.03
			fadeStart = 10000
			@fadeStart += 974827
			fadeEnd = 12500
			@fadeEnd += 974827
			deactivateAltitude = 330000
			@deactivateAltitude += 974827
			mapMaxHeight = 16000
			materialType = Vacuum
			Material
			{
				saturation = 1
				contrast = 1.2
				tintColor = 1,1,1,0
				texTiling = 1024
				texPower = 0.75
				multiPower = 0.75
				groundTexStart = 0
				groundTexEnd = 20000
				steepTiling = 10
				steepPower = 0.76
				steepTexStart = 200000
				steepTexEnd = 300000
				deepTex = BUILTIN/RockyGround
				deepTexScale = 1,1
				deepTexOffset = 0,0
				deepMultiTex = BUILTIN/distantground
				deepMultiTexScale = 1,1
				deepMultiTexOffset = 0,0
				deepMultiFactor = 8
				mainTex = BUILTIN/RockyGround
				mainTexScale = 1,1
				mainTexOffset = 0,0
				mainMultiTex = BUILTIN/distantground
				mainMultiTexScale = 1,1
				mainMultiTexOffset = 0,0
				mainMultiFactor = 10
				highTex = BUILTIN/RockyGround
				highTexScale = 1,1
				highTexOffset = 0,0
				highMultiTex = BUILTIN/distantground
				highMultiTexScale = 1,1
				highMultiTexOffset = 0,0
				highMultiFactor = 12
				snowTex = BUILTIN/RockyGround
				snowTexScale = 1,1
				snowTexOffset = 0,0
				snowMultiTex = BUILTIN/distantground
				snowMultiTexScale = 1,1
				snowMultiTexOffset = 0,0
				snowMultiFactor = 14
				steepTex = BUILTIN/terrain_rock00
				steepTexScale = 1,1
				steepTexOffset = 0,0
				deepStart = 0
				deepEnd = 0.01
				mainLoStart = 0
				mainLoEnd = 0.05
				mainHiStart = 0.1
				mainHiEnd = 0.15
				hiLoStart = 0.1
				hiLoEnd = 0.15
				hiHiStart = 0.2
				hiHiEnd = 0.25
				snowStart = 0.2
				snowEnd = 0.25
				planetOpacity = 1
			}
			FallbackMaterial
			{
				saturation = 1
				contrast = 1.2
				tintColor = 1,1,1,0
				texTiling = 1024
				texPower = 0.75
				multiPower = 0.75
				groundTexStart = 0
				groundTexEnd = 20000
				multiFactor = 0.5
				mainTex = BUILTIN/RockyGround
				mainTexScale = 1,1
				mainTexOffset = 0,0
				planetOpacity = 1
			}
			Mods
			{
				VertexSimplexHeightAbsolute
				{
					deformity = 1000
					frequency = 24
					octaves = 8
					persistence = 0.5
					seed = 4447895
					order = 50
					enabled = True
					name = _Height
				}
				VertexSimplexHeightRegional
				{
					order = 59
					enabled = True
					name = VSH_Regional
					multiplierMap = WhirligigWorld/PluginData/Mesbin_Noise_Multiplier.png
					Mod
					{
						deformity = 2000
						frequency = 4
						octaves = 8
						persistence = 0.5
						seed = 98374
					}
				}
				VertexHeightMapRegional
				{
					multiplierMap = WhirligigWorld/PluginData/Mesbin_Multiplier.png
					order = 49
					enabled = True
					name = HeightMap
					Mod
					{
						map = WhirligigWorld/PluginData/Mesbin_Height.png
						offset = 0
						deformity = 15000
					}
				}
				VertexHeightMap
				{
					map = WhirligigWorld/PluginData/Ellipsoid.png
					deformity = 974827
					name = OblateHeight
					order = 100000
				}
				VertexHeightMap
				{
					map = WhirligigWorld/PluginData/Mesbin_Poles.png
					deformity = 30000
					offset = -30000
					name = OblateHeight
					order = 100000
				}
				FlattenOcean
				{
					oceanRadius = 1
					order = 60
					enabled = True
					name = FO_1
				}
				FlattenOcean
				{
					oceanRadius = 0
					order = 99999999
					enabled = True
					name = FlattenOcean_Final
				}
				VertexHeightNoiseVertHeightCurve2
				{
					deformity = 8000
					ridgedAddFrequency = 12
					ridgedAddLacunarity = 2
					ridgedAddOctaves = 4
					ridgedAddSeed = 1530393239
					ridgedMode = Low
					ridgedSubFrequency = 12
					ridgedSubLacunarity = 2
					ridgedSubOctaves = 4
					ridgedSubSeed = 1212096306
					simplexFrequency = 4
					simplexHeightEnd = 9000
					simplexHeightStart = 0
					simplexOctaves = 6
					simplexPersistence = 0.699999988079071
					simplexSeed = 1909396195
					order = 100
					enabled = True
					name = _Height
					index = 0
					simplexCurve
					{
						key = 0 0 0 0
						key = 1 1 2 2
					}
				}
				VertexColorMap
				{
					map = WhirligigWorld/PluginData/Mesbin_Color.png
					order = 200
					enabled = True
					name = _Color
					index = 0
				}
				LandControl
				{
					altitudeBlend = 0
					altitudeFrequency = 1
					altitudeOctaves = 1
					altitudePersistance = 1
					altitudeSeed = 1
					createColors = False
					createScatter = True
					latitudeBlend = 0
					latitudeFrequency = 1
					latitudeOctaves = 1
					latitudePersistance = 1
					latitudeSeed = 1
					longitudeBlend = 0
					longitudeFrequency = 1
					longitudeOctaves = 1
					longitudePersistance = 1
					longitudeSeed = 1
					useHeightMap = False
					vHeightMax = 10000
					order = 999999
					enabled = True
					name = Scatter
					index = 0
					altitudeSimplex
					{
						frequency = 1
						octaves = 1
						persistence = 1
					}
					latitudeSimplex
					{
						frequency = 1
						octaves = 1
						persistence = 1
					}
					longitudeSimplex
					{
						frequency = 1
						octaves = 1
						persistence = 1
					}
					landClasses
					{
						Class
						{
							alterApparentHeight = 0
							alterRealHeight = 0
							color = 0,0,0,0
							coverageBlend = 0
							coverageFrequency = 1
							coverageOctaves = 1
							coveragePersistance = 1
							coverageSeed = 1
							name = Base
							latDelta = 1
							latitudeDouble = False
							lonDelta = 1
							minimumRealHeight = 0
							noiseBlend = 0
							noiseColor = 0,0,0,0
							noiseFrequency = 1
							noiseOctaves = 1
							noisePersistance = 1
							noiseSeed = 1
							delete = False
							altitudeRange
							{
								endEnd = 1
								endStart = 1
								startEnd = 0
								startStart = 0
							}
							coverageSimplex
							{
								frequency = 1
								octaves = 1
								persistence = 1
							}
							latitudeDoubleRange
							{
								endEnd = 1
								endStart = 1
								startEnd = 0
								startStart = 0
							}
							latitudeRange
							{
								endEnd = 1
								endStart = 1
								startEnd = 0
								startStart = 0
							}
							longitudeRange
							{
								endEnd = 2
								endStart = 2
								startEnd = -1
								startStart = -1
							}
							noiseSimplex
							{
								frequency = 1
								octaves = 1
								persistence = 1
							}
							scatters
							{
								Scatter
								{
									density = 0.5
									scatterName = boulder
								}
							}
						}
					}
					scatters
					{
						Scatter
						{
							materialType = Diffuse
							mesh = BUILTIN/boulder
							castShadows = False
							densityFactor = 1
							maxCache = 512
							maxCacheDelta = 32
							maxLevelOffset = 0
							maxScale = 3
							maxScatter = 20
							maxSpeed = 1000
							minScale = 0.5
							recieveShadows = False
							name = boulder
							seed = 231123
							verticalOffset = 0
							delete = False
							collide = False
							science = False
							Material
							{
								color = 0.679104447,0.679104447,0.679104447,1
								mainTex = BUILTIN/lunar cliff face
								mainTexScale = 1,1
								mainTexOffset = 0,0
							}
							Experiment
							{
							}
						}
					}
				}
			}
		}
	}
}

This change makes it so that the atmosphere still has some minuscule pressure until the "end" of the atmosphere. Think of it as the exosphere.

The actual change is just in the Atmosphere PressureCurve.

  On 1/16/2019 at 8:19 PM, ILoveStars said:

is Kaywell B Gemmema?

Expand  

Yeah, the star Kaywell's Star B known to Kerbal Astronomers since the equivalent of the 1890s or so, known erroneously as Rodocer (a red giant star in Kerbin and Mesbin's skies) by early Mesbinites, is now known to Mesbinites as Gememma, after the Mesbin astronomer who discovered that it wasn't a somewhat nearby red giant, but was in fact an extremely nearby red dwarf.

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Hey, I've been having a problem with this mod. I booted up the game, and it gave me an error report saying it could not load the bodies in the Kopernicus pack.

It directed me to two files, both saying an 'argument' could not be null.

I've copied both files below:

Kerbin.Body.Log

  Reveal hidden contents


 

Can you, or somebody else, help me out with this?

Edited by Gargamel
Overly Large Log File
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  On 1/31/2019 at 7:50 PM, Jelle_Panda said:

Hey, I've been having a problem with this mod. I booted up the game, and it gave me an error report saying it could not load the bodies in the Kopernicus pack.

It directed me to two files, both saying an 'argument' could not be null.

I've copied both files below:

Kerbin.Body.Log

  Reveal hidden contents


 

Can you, or somebody else, help me out with this?

Expand  

please, please, please dear god, don't just copy entire logs into forum posts without at least putting it in a spoiler.

You have to submit a proper bug report, man. Verify that you installed Kopernicus, Kopernicus Expansion, and WhirligigWorld correctly, tell me what other mods you have, and send me a zip file containing the relevant logs. (Kopernicus should auto-generate you a zip file) I can't diagnose something with just a text output. My guess is you didn't install Kopernicus Expansion (it comes with Whirligig World, but there's a link to the relevant downloads in the thread OP), because it looks like the exception comes from loading PQSMods.

  On 2/1/2019 at 1:17 AM, darwinpatrick said:

Thanks! I think ResearchBodies might actually be okay... When can we expect a new release?

Expand  

I dunno like in a fortnight? Like an Earth fortnight, not a Mesbin fortnight. But you can get the prereleases if you go to the Kopernicus discord server and request the WW_Ping role.

Edited by GregroxMun
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  On 2/1/2019 at 3:23 AM, GregroxMun said:

please, please, please dear god, don't just copy entire logs into forum posts without at least putting it in a spoiler.

You have to submit a proper bug report, man. Verify that you installed Kopernicus, Kopernicus Expansion, and WhirligigWorld correctly, tell me what other mods you have, and send me a zip file containing the relevant logs. (Kopernicus should auto-generate you a zip file) I can't diagnose something with just a text output. My guess is you didn't install Kopernicus Expansion (it comes with Whirligig World, but there's a link to the relevant downloads in the thread OP), because it looks like the exception comes from loading PQSMods.

I dunno like in a fortnight? Like an Earth fortnight, not a Mesbin fortnight. But you can get the prereleases if you go to the Kopernicus discord server and request the WW_Ping role.

Expand  

Yeah… Sorry about that.

As for as my experience here goes, i'm a huge noob.

Anyway, I re-installed the Kopernicus expansion, and it works fine now.

I'm not sure what changed.

EDIT: I've been playing for some time now, and if I get too close to planets and moons at orbit speeds, my craft explodes, saying that they 'crashed in to (whatever planet)'. If I go through this altitude really slowly it's fine, i don't know what's causing it.

Note: I tested it with both modded and stock vessels, same effect.

https://www.dropbox.com/s/dib9jzc26kla25u/Error logs.zip?dl=0

Mods are: BDArmory, FutureWeapons, PhysicsRangeExtender, Flat Bottom Shuttle System, InterStellarFuelSwitch, Tweakscale, Kronometer, PURE Electric Engines, Superfuous Nodes, HyperEdit, and the Firespitter plugin. Because everything seems to need it.

 

Edited by Jelle_Panda
New problem.
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  On 2/1/2019 at 9:37 AM, Jelle_Panda said:

Yeah… Sorry about that.

As for as my experience here goes, i'm a huge noob.

Anyway, I re-installed the Kopernicus expansion, and it works fine now.

I'm not sure what changed.

EDIT: I've been playing for some time now, and if I get too close to planets and moons at orbit speeds, my craft explodes, saying that they 'crashed in to (whatever planet)'. If I go through this altitude really slowly it's fine, i don't know what's causing it.

Expand  

Did you check the known issues section? You know, the one with the big red letters saying READ THIS?

You have to quicksave and quickload before changing your SOI. There is no fix, only this workaround.

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  On 2/1/2019 at 4:11 PM, GregroxMun said:

Did you check the known issues section? You know, the one with the big red letters saying READ THIS?

You have to quicksave and quickload before changing your SOI. There is no fix, only this workaround.

Expand  

I had, and took the first entry as meaning that the root part of the vessel explodes when loading in, and when entering the SOI of a planet, which is NOT what happened to me. Also, it says that typically it's the root part of the vessel that explodes, whereas I had my whole ship get blown to pieces. 

 

I misread the section, is all. I'll keep that workaround in mind. Thanks!

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I've been playing Whirligig for maybe 20 minutes or so.  After realizing that the contracts were broken, I used the alt+f12 menu to complete the contracts, only to get the contracts again.  After replacing the CFG file, whenever I opened up KSP it would say that Kopernicus worked.  However, before, the mod worked fine. (I'm running KSP 1.6.1)

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  On 2/12/2019 at 4:28 AM, Celsius451 said:

I've been playing Whirligig for maybe 20 minutes or so.  After realizing that the contracts were broken, I used the alt+f12 menu to complete the contracts, only to get the contracts again.  After replacing the CFG file, whenever I opened up KSP it would say that Kopernicus worked.  However, before, the mod worked fine. (I'm running KSP 1.6.1)

Expand  

The next update fixes the contracts, but it also introduces Unique Body Identifiers, which appears to be the problem, I had forgotten. Try just replacing the contents of the atmosphere node.

  On 2/1/2019 at 8:08 AM, ILoveStars said:

what exactly is Yawer?

Expand  

Why, it's a Whirligig World!

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  On 2/12/2019 at 4:03 PM, ILoveStars said:

Can there ever be a brown dwarf in this mod?

Expand  

The Kraken’s excrement....

Let’s call this brown dwarf ‘Krakapoo’.

In all seriousness though, it’s probably possible. Though, I’m not the one who makes these things, so don’t take my word as absolute fact.

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  On 2/12/2019 at 4:07 PM, Jelle_Panda said:

The Kraken’s excrement....

Let’s call this brown dwarf ‘Krakapoo’.

In all seriousness though, it’s probably possible. Though, I’m not the one who makes these things, so don’t take my word as absolute fact.

Expand  

WHAT!?

>D hahahahahahaha

Edited by ILoveStars
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  On 2/12/2019 at 1:11 PM, GregroxMun said:
  On 2/12/2019 at 4:28 AM, Celsius451 said:

I've been playing Whirligig for maybe 20 minutes or so.  After realizing that the contracts were broken, I used the alt+f12 menu to complete the contracts, only to get the contracts again.  After replacing the CFG file, whenever I opened up KSP it would say that Kopernicus worked.  However, before, the mod worked fine. (I'm running KSP 1.6.1)

Expand  

The next update fixes the contracts, but it also introduces Unique Body Identifiers, which appears to be the problem, I had forgotten. Try just replacing the contents of the atmosphere node.

Expand  

Ok, Kopernicus actually works now.

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So, I've been playing about with Whirligig World recently (having cudgeled a 1.6.1 install together with it), and very much been enjoying it, however, I've been experiencing a bit of a minor problem which I'm not seeing in the known issues list. I just wanted to confirm its not something I did wrong with my install (which might well be the case based on the handful of mentions of rovers throughout the thread and NovaSilisko's neat little video a few pages prior, either that or its being brought about by some tweak to the stock suspension mechanics in recent versions, either way I figured I'd bring it up and at least check): wheels and legs appear to be having issues on Mesbin. Something seems be making the game's suspension model violently allergic to ground contact, or at least it has for all the wheeled or legged vehicles I've so far attempted to put onto the runway. I've tinkered a little bit with using different wheels, played different masses over different numbers of wheels, futzed with the suspension settings, tried launching from Woomerange to see if that improved things. I have not yet gone through and reinstalled everything/created other installs of the mod to test with. I wanted to see if this was something anyone else was experiencing before deciding if I either wanted to go that far to rout out the problem or just live with using i-beam landing legs on my landers and without the temptation of undertaking cross-country Mesbin road-trips.

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  On 2/15/2019 at 7:23 PM, Shamash said:

So, I've been playing about with Whirligig World recently (having cudgeled a 1.6.1 install together with it), and very much been enjoying it, however, I've been experiencing a bit of a minor problem which I'm not seeing in the known issues list. I just wanted to confirm its not something I did wrong with my install (which might well be the case based on the handful of mentions of rovers throughout the thread and NovaSilisko's neat little video a few pages prior, either that or its being brought about by some tweak to the stock suspension mechanics in recent versions, either way I figured I'd bring it up and at least check): wheels and legs appear to be having issues on Mesbin. Something seems be making the game's suspension model violently allergic to ground contact, or at least it has for all the wheeled or legged vehicles I've so far attempted to put onto the runway. I've tinkered a little bit with using different wheels, played different masses over different numbers of wheels, futzed with the suspension settings, tried launching from Woomerange to see if that improved things. I have not yet gone through and reinstalled everything/created other installs of the mod to test with. I wanted to see if this was something anyone else was experiencing before deciding if I either wanted to go that far to rout out the problem or just live with using i-beam landing legs on my landers and without the temptation of undertaking cross-country Mesbin road-trips.

Expand  

Yeah, I've been having those problems too. I think it might be because the legs/wheels are calculated using the planet's gravity, and the calculation doesn't take into account the rotation of planets, which means that the wheels are acting like they are under 13 g forces.

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  On 2/15/2019 at 7:23 PM, Shamash said:

Something seems be making the game's suspension model violently allergic to ground contact, or at least it has for all the wheeled or legged vehicles I've so far attempted to put onto the runway.

Expand  

Thanks for the report.

  On 2/15/2019 at 7:42 PM, Ultimate Steve said:

I think it might be because the legs/wheels are calculated using the planet's gravity, and the calculation doesn't take into account the rotation of planets, which means that the wheels are acting like they are under 13 g forces.

Expand  

Thanks for the suggestion.

Good lord I hate KSP wheel and landing gear physics. I have a hunch it might have something to do with the gravity being less than it expects, reading Mesbin (Kerbin)'s gravity value as the canonical one gee of gravity, and it gives everything too much springiness. I have too noticed that the landing gears are really uncooperative, but until now I've just chocked them up to KSP being KSP.

I'll look into this.

Edited by GregroxMun
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A discussion of the 0.9 update's main features

Whirligig World 0.9 is going to be a fairly large update, addressing both new features and old to-do items. Here's a run-down of what to expect in the coming week or so.

Interstellar Consortium and Unique Body Identifiers.

Recently, planet modders have been coming together to create a new standard for how alien solar systems will be treated when installed together as multiple planet packs. The standard, lead by @Pkmniako, is the Interstellar Consortium. Forum page here.

Interstellar Consortium also has a new plugin that makes use of Kopernicus' new Unique Body Identifiers feature to allow for even stock system replacements to be implemented into the IC, and also allows them to be played either from stock system or the mod's own system. So when the plugin is installed, you'll be able to set up the game such that Kaywell/Gememma are an alien solar system to fly to. You may want to recreate the original U.S.C. Manifest Destiny colony mission, or just send interstellar probes and warp ships. And if you want, you can play from Mesbin and eventually go out and re-contact Kerbin. This will also be compatible with the Kerbmun Homeworld Swap feature. Unique Body Identifiers basically tell you which version of a given planet you're using. For instance, Kaywell is not a modified sun clone, it's literally the sun. But if you want to move it to become a new star, you'd have to change the reference body for all of the planet's orbits to point to the new star. Instead, we give the Whirligig World Sun the UBI of "WW/Kaywell" and have the referenceBody target that. This means that we can assign that UBI to either the body with the internal name "Sun" or a new body with internal name "Kaywell" depending upon whether or not we're using Mesbin as the homeworld or Kerbin. The same applies to Mesbin, which internally is also called Kerbin, so we need to make sure Mesbin doesn't end up with Mun and Minmus, or that Kerbin ends up with all of Mesbin's moons. All the other bodies have been given UBIs as well, just to be safe. (The only case where I expect this to be useful for other bodies is perhaps for Mandrake and Rutherford, which comes from an original NovaSilisko concept for the solar system circa 2011. Someone else might want to remake that system, and we need to make sure M&R aren't confused).

Environmental Visual Enhancements changes.

The gas giant planets now have cloud maps, as do Egad, Ollym, Gannovar, Lito, and Totooa, which didn't before (Egad did when it was called Adjar, but this was never changed in the clouds). The different banding on gas giants rotates at different speeds and the cloud altitudes are roughly correct for the pressures they should be at.

E.V.E. does not support multiple star lighting, so Mandrake and Rutherford's clouds have been turned transparent from space so that you can see the lighting of both stars. The clouds still appear from up close, though.

Realistic ARM Asteroids.

This is a pretty major change, and it's one I'd really like to get some feedback on.

Asteroids can now be up to 10 times larger and down to 10 times smaller than in stock. They also now have realistic densities, and come in a few different types. Each type has different levels of ore and different densities, and are also configured for Community Resource Pack to include the various other minerals and resources you might find in a given asteroid.

The asteroid types are as follows, in order of decreasing ore content.

  • Icy. 1.5 g/cm^3
  • Carbonaceous. 2.3 g/cm^3
  • Stony. 3.4 g/cm^3
  • Metallic. 6.5 g/cm^3

Asteroids of different types can be found in different locations and are more likely in some places than others, but aside from going up to them with a spacecraft, there is no way to figure out which type is which right now. I'd like to some day have some plugin that will allow you to tell the difference, but for now you basically will just have to guess based upon which population it's likely to spawn in. Some time around WW 0.9's release I'll add to my work in progress GitHub wiki a document describing where asteroids are most or least likely to spawn.

I have also included a patch to reduce the density of these new asteroids by 1/100th, which basically changes them back to around the density of the stock asteroids, in case you understandably think it's completely unreasonable to haul around a hundred million tonnes of rock.

The ARM-moonlet Diddmun has been rescaled to better approximate its real world counterpart, and will have the higher density of 3.5 regardless of the density patch.

Career Mode Atmosphere limit fix.

While I know this was working correctly some time between KSP 1.3.1 and 1.6.1, as of WW 0.8 the career mode contracts don't work properly, because the game thinks you're launching from space and so you can't go from atmosphere to space. Now there is an "exosphere" surrounding Mesbin that does go all the way up to the original space limit. It won't have any effect for crafts unless you're re-entering over the poles of Mesbin. (this is in general a bad idea)

Simplified Mesbin Biome Map fix.

This is kind of a step back, but unfortunately every complex biome map I've used for Mesbin has had isses such as showing polar biomes near the equator. I have plans that would make this game breaking so I've had to vastly simplify the map into just five biomes. North Polar Basin, North Temperate, Equatorial, South Temperate, and South Polar.

 

This is not a complete changelog by any means. I have done a lot of little fixes and tweaks that you'll see in the release changelog. I'm still working on things, I have a few more bugs to fix and I'd like to add a couple new asteroids to round out the Gememma system, but that's all I have to say for now. Remember if you want to play a prerelease of the next version, you should go to the Kopernicus server and the #gregroxmun-mods channel and ask for the WW_ping role, so you can be notified whenever there's a new prerelease. Link in the OP.

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